2.5 KiB
simpleD3D11 - Simple D3D11
Description
Simple program which demonstrates how to use the CUDA D3D11 External Resource Interoperability APIs to update D3D11 buffers from CUDA and synchronize between D3D11 and CUDA with Keyed Mutexes.
Key Concepts
Graphics Interop, Image Processing
Supported SM Architectures
SM 5.0 SM 5.2 SM 5.3 SM 6.0 SM 6.1 SM 7.0 SM 7.2 SM 7.5 SM 8.0 SM 8.6 SM 8.7 SM 8.9 SM 9.0
Supported OSes
Windows
Supported CPU Architecture
x86_64
CUDA APIs involved
CUDA Runtime API
cudaImportKeyedMutex, cudaExternalMemoryGetMappedBuffer, cudaStreamCreateWithFlags, cudaWaitExternalSemaphoresAsync, cudaImportExternalSemaphore, cudaFree, cudaImportVertexBuffer, cudaReleaseSync, cudaSetDevice, cudaSignalExternalSemaphoresAsync, cudaAcquireSync, cudaDestroyExternalMemory, cudaImportExternalMemory, cudaGetDeviceCount, cudaDestroyExternalSemaphore
Dependencies needed to build/run
Prerequisites
Download and install the CUDA Toolkit 12.4 for your corresponding platform. Make sure the dependencies mentioned in Dependencies section above are installed.
Build and Run
Windows
The Windows samples are built using the Visual Studio IDE. Solution files (.sln) are provided for each supported version of Visual Studio, using the format:
*_vs<version>.sln - for Visual Studio <version>
Each individual sample has its own set of solution files in its directory:
To build/examine all the samples at once, the complete solution files should be used. To build/examine a single sample, the individual sample solution files should be used.
Note: Some samples require that the Microsoft DirectX SDK (June 2010 or newer) be installed and that the VC++ directory paths are properly set up (Tools > Options...). Check DirectX Dependencies section for details."